The Impact of VR Application on Student’s Competency Development: A Comparative Study of Regular and VR Engineering Classes with Similar Competency Scopes
Влияние приложений виртуальной реальности на развитие компетенций студентов: сравнительное исследование традиционных и основанных на виртуальной реальности инженерных занятий с аналогичными областями компетенций
2019-04-12
SCID: 54.1/vnxurd5u
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Korean National Competency Standardscomparative studycompetency developmentrobotics educationvirtual reality-based teaching
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Abstract (AI)
This research focuses on the Fourth Industrial Revolution and the Korean National Competency Standards. The aim of this research is to perform a comparative study of two university engineering courses to present the difference between the effect of virtual reality (VR)-based teaching and traditional teaching on learning robotics. To achieve this goal, the authors used the expert method, focus group interviews, and a comparative study. There were three hypotheses and four research questions on the relationship between teaching method and competency development. As a case study for this research, the authors chose Korea University of Technology and Education and designed a survey to assess students’ competencies. The participants were second- and third-grade university students. Quantitative data were collected from the interview forms developed by the researcher; qualitative data were analyzed using the expert method and a comparative study. A significant difference was observed between competency development in the VR class and that in a regular class with a similar syllabus. Furthermore, it was noted that different teaching methods affect competency development in different ways; VR tools develop some competencies, but not all of them. Authors found that the VR tool requires an appropriate teaching method and affects the student’s ability to develop competencies.
Key Findings
1
A comparative study of similar robotics engineering courses found a significant difference in competency development between VR-based and traditional instruction.
2
Effective VR-based competency development requires an appropriate teaching method rather than relying on VR technology alone.
3
Teaching methods affected competency development differently, indicating that instructional format influences which competencies students develop.
4
The study assessed second- and third-year engineering students at Korea University of Technology and Education using expert methods, focus groups, surveys, and comparative analysis.
5
VR tools enhanced some student competencies but did not improve all competencies covered by the course.
Research Object
University engineering classes teaching robotics, specifically comparable VR-based and traditional classes at Korea University of Technology and Education
Research Subject
The effects of VR-based versus traditional teaching methods on students’ competency development in learning robotics
Publication Details
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2019-04-12
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